Royal Contract
A minister offers gold and official pardon if the party quietly stops a vengeful plot before it reaches the king’s public triumph.
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A cruel king once ruined a loyal man’s life, taking his name, wealth, and family honor. Years later, the wronged man returns under a new identity with a meticulously prepared revenge scheme that reaches from alleyways to palace walls. The party is hired to stop him before his plan destroys the kingdom—or exposes a deeper rot in the throne.
This campaign begins with intrigue, investigation, and moral pressure. The revenge plot is real, personal, and dangerous, but the king’s court may be just as guilty as the man seeking vengeance. The party must decide whether to protect the crown, expose the truth, or find a third path before the first blow falls.
The capital is buzzing with rumors: a disgraced stranger has returned, fortune at his back and vengeance in his eyes. You have been hired to prevent an unfolding disaster that could stain the throne, the streets, and your own reputations. Expect masked meetings, coded messages, stolen ledgers, and enemies who smile at court. In this story, every favor is a trap, and every truth has a price.
Act I introduces the revenge plot in a city court under strain. The wronged man, now operating through layers of agents and false identities, engineers a sequence of humiliations and threats meant to lure the king into a fatal mistake. The party is contracted by a royal minister or city magistrate to identify the culprit and prevent public catastrophe. Early scenes should emphasize clues, social tension, and split loyalties. By the end of the act, the heroes should understand that the ‘villain’ is not merely a criminal but a man driven by years of injustice.
A minister offers gold and official pardon if the party quietly stops a vengeful plot before it reaches the king’s public triumph.
One hero learns that the wronged man’s target list includes names tied to their own past, making the conflict deeply personal.
The heroes are hired to stop a revenge plot against the crown. Investigation reveals a mastermind using layered identities, staged humiliations, and insider aid to engineer a public downfall. The act ends as the party learns the scheme’s next strike will occur at a royal celebration.
The chamber smells of wax, perfume, and fear. A minister with sleepless eyes bows just enough to be polite and says, ‘Someone is preparing to humiliate the crown. We need people the court can afford to trust only once.’
Open with the contract and a sense of urgency. The minister gives enough information to start but not enough to solve the mystery. Let the party ask what was stolen, who was threatened, and what public event is at risk.
The canals glitter under gray rainwater, and every door has a chain or a lock. A boy points down an alley and whispers that a man with a noble’s hands paid well for sealed papers and silence.
This scene should feel like a hunt through the lower city. Use whispers, bribed witnesses, and half-true rumors to reveal that the culprit is organized, not impulsive. The encounter here can become a fight or a chase.
Dusty shelves tower like frozen walls. Behind the ordinary records is a second set of books, hidden, altered, and signed by hands that thought no one would ever read them again.
This is the truth-revealing scene. The party can discover the original injustice, though the full moral weight should remain incomplete. Keep the focus on evidence, not exposition dumps. Let the players decide whether to copy, steal, or expose the records.
Milestone: At the end of Act I, the party reaches level 4 after identifying the villain’s identity and discovering the next public target.
Adrian Vale
Completed
Adrian Vale is the sort of villain who makes a room quieter simply by entering it. He does not rely on rage, spectacle, or brute force. He …
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Subscribe NowOnce stripped of estate, family, and honor by the king’s decree, Adrian Vale now seeks a revenge so intricate that the court will condemn itself by reacting to it. He wants the king to feel helpless, exposed, and publicly ruined before he dies.
Polite, controlled, and heartbreakingly calm. Adrian speaks like a scholar or patron, rarely raising his voice. He is generous to the poor, merciless to the guilty, and always several steps ahead.
Adrian prefers not to fight directly. He escalates through proxies, misdirection, and public spectacle, forcing the party to choose between saving lives and preserving evidence. If cornered, he retreats behind loyal agents and uses the environment, hostages, and social leverage to escape.
He can be defeated by exposing the truth behind his family’s fall and breaking his network, but he may also accept justice if the king’s crimes are confessed and reparations are made. If redeemed, Adrian becomes a dangerous ally rather than a corpse on the palace floor.
Recommended party: 3-5 players
This campaign should be discussed as a moral-intrigue story. Tell players that revenge, abuse of power, class resentment, and political violence are central themes, but torture and graphic cruelty should stay off-screen unless the table explicitly wants more detail. Use lines and veils for harm to family, imprisonment, and public execution. Make sure everyone is comfortable with deciding whether the crown deserves protection, exposure, or overthrow.
For a weaker party, reduce each encounter by one nonessential creature and make social checks reveal more clues on success. For a stronger party, add one extra Bandit to combat scenes and increase the number of moving hazards or hostile bystanders. Because this is an intrigue-heavy act, difficulty should come from timing, consequences, and information, not only hit points.
Keep the villain sympathetic without excusing him. Seed clues early, repeat names and symbols often, and let the party feel clever for connecting layers of the plan. The best version of Act I ends with the heroes realizing the true threat is not a single attack, but a patient plan built from years of injustice.
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Suggested Level: 3-4
Narrow stone bridges, slick canal edges, moored barges, and half-cover from cargo crates. Creatures pushed into the canal must contend with difficult climbing.
A stolen signet fragment, 38 gp in mixed coin, and a water-damaged note naming a palace servant.
Add or remove one Bandit to tune difficulty. If the party is strong, have one Thug start on elevated cover with crossbows.
Suggested Level: 3-4
Tall shelving aisles, locked cabinets, oil lamps, and a soot-choked back stair. Falling books can create lightly obscuring areas at the DM’s discretion.
A hidden deed, a blackmail ledger, and a cipher key leading to the next stage of the plot.
This works as stealth, negotiation, or a brief combat. If you want more pressure, add 1 Bandit arriving mid-scene.
Suggested Level: 4
Crowded ballroom, staircases, draped curtains, serving tables, and chokepoints around the dais. Collapsing panic can turn the room into difficult terrain.
A jeweled mask, a coded invitation to the hidden meeting, and proof of an inside accomplice.
Run this as a hybrid social/combat encounter. If needed, the Spy can flee rather than fight to keep the mystery alive.
Ledger Key of Quiet Doors
Completed
Act I, Royal Ledger House
False; no attunement required
Mask of the Second Name
Completed
Act I, King’s Summer Hall
True; attunement by a creature with proficiency in Deception or Performance
Vial of Gilded Ash
Completed
Act I, Floodgate Row
False; no attunement required
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